#import "ShaderLib/BaseCommon.glsllib"
void main() {
    oWorldPos = vec3(iMMat * iPos);
    vec3 viewPosition = vec3(iMVMat * iPos);
    oViewPosition = -viewPosition.xyz;
    oNormal = TransformWorldNormal2(iWNMat, iNormal);
    oTangent = vec4(TransformWorldNormal2(iWNMat, iTangent.xyz),iTangent.w);
    oPos = vec4( iTexCoords.x * 2.0f - 1.0f, iTexCoords.y * 2.0f - 1.0f, 0.0f, 1.0f );
    //oPos =  iPVMat * vec4(oWorldPos, 1.0f);
}